
// the render target of post-process effect
texture g_pp_render_tex;

sampler2D g_scene_sampler = sampler_state
{
    Texture = <g_pp_render_tex>;
    AddressU = Clamp;
    AddressV = Clamp;
    MinFilter = Point;
    MagFilter = Linear;
    MipFilter = Linear;
};

// Outputs texture value withtout lighting calculation.  Used for fullscreen
// Quad copy
float4 quad_copy_ps( float2 uv : TEXCOORD0 ) : COLOR
{
    return tex2D(g_scene_sampler, uv);
}

technique pp_final_tech
{
        pass p0
        {
               VertexShader = NULL;
               PixelShader = compile ps_2_0 quad_copy_ps(); 
               ZEnable = false; 
        }
}


